Just so you know if you notice something's not right but you didn't make back up old shader script.[spoiler]---- Shader Toolkit Hue, Saturation, Luminance, Blur, Noise, Camera Control, Bloom, Random Effects-- (c) 2014 Simon Scheckel, Visionaire Studio Engine - with edits by AFRLme-- Version 0.8.9 [updated 29/09/2014 for 4.1, added some save functionality 9/10, bugfix version 24/10/2014]---- Matrix functions from https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua-- Developers: Michael Lutz (chillcode) - original author David Manura http://lua-users.org/wiki/DavidManura---- Usage:---- all factors like zoom, scale are normally 1 to have no change-- delay in ms-- hue in 0-1 (0 = red, 0.5 = cyan, 1 = red again)---- easing functions: Back, Bounce, Circ, Cubic, Elastic, Linear, None, Quad, Quint, Sine, all In/Out/InOut-- examples: easeBackOut, easeLinearIn, easeElasticInOut etc-- More information about that: http://easings.net---- shaderZoomCharacter(name, c_scale, delay, easing)-- shaderZoomObject(object, c_scale, delay, easing)-- shaderFollowCharacter(name, c_scale, delay)-- shaderStopFollow()-- shaderViewport(zoom, x, y, rotation, delay, easing) rotation in 0-2Pi (full turn)-- shaderPan(offset, delay, easing, axis)-- shaderRotate(degree, delay, easing) -- degree values 0 to 359 (automatically converts value to Pi)-- shaderZoom(zoom, delay, easing)-- on: 1 = on, 0 = off---- shaderNoise(on, strength, delay) -- strength * noise + color, so strength 0 white-- shaderBlur(radius, delay)-- shaderSaturation(factor, delay)-- shaderLightness(offset, delay)-- shaderContrast(contrast, delay)-- shaderHue(target, delay)-- shaderColorize(hue, strength, delay)---- shaderActivate()-- shaderDeactivate()---- shaderGlow(on, radius, exposure)-- shaderAddEffect(name)-- shaderRemoveEffect(name)-- shaderEffectParam(shader, name, value)-- shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff)---- Effects at the time:--[[warp1tv1ripple1 ripple2 asciiedgeglowchromaripple3 warp2ripple4pearlshighlightfourbittv2tv3tv4---- Read no further if the word matrix multiplication frightens you--]] local matrix = {_TYPE='module', _NAME='matrix', _VERSION='0.2.11.20120416'}local matrix_meta = { } function matrix:new( rows, columns, value ) if type( rows ) == "table" then if type(rows[1]) ~= "table" then return setmetatable( {{rows[1]},{rows[2]},{rows[3]}},matrix_meta ) end return setmetatable( rows,matrix_meta ) end local mtx = {} local value = value or 0 if columns == "I" then for i = 1,rows do mtx[i] = {} for j = 1,rows do if i == j then mtx[i][j] = 1 else mtx[i][j] = 0 end end end else for i = 1,rows do mtx[i] = {} for j = 1,columns do mtx[i][j] = value end end end return setmetatable( mtx,matrix_meta )end function matrix.mul( m1, m2 ) local mtx = {} for i = 1,#m1 do mtx[i] = {} for j = 1,#m2[1] do local num = m1[i][1] * m2[1][j] for n = 2,#m1[1] do num = num + m1[i][n] * m2[n][j] end mtx[i][j] = num end end return setmetatable( mtx, matrix_meta )end function matrix.tofloat( m1 ) local mtx = {} local pos = 1 for i = 1,#m1 do for j = 1,#m1[1] do mtx[pos] = m1[i][j] pos=pos+1 end end return mtxend matrix_meta.__mul = matrix.mulmatrix_meta.__index = {tofloat = matrix.tofloat} setmetatable( matrix, { __call = function( ... ) return matrix.new( ... ) end } ) -- End of matrix functions function string.fromhex(str) return (str:gsub('..', function (cc) return string.char(tonumber(cc, 16)) end))end function string.tohex(str) return (str:gsub('.', function (c) return string.format('%02X', string.byte(c)) end))end ---- Source: http://lua-users.org/wiki/DataDumper --[[ DataDumper.luaCopyright (c) 2007 Olivetti-Engineering SA Permission is hereby granted, free of charge, to any personobtaining a copy of this software and associated documentationfiles (the "Software"), to deal in the Software withoutrestriction, including without limitation the rights to use,copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom theSoftware is furnished to do so, subject to the followingconditions: The above copyright notice and this permission notice shall beincluded in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIESOF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE ANDNONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHTHOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISINGFROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OROTHER DEALINGS IN THE SOFTWARE.]] local dumplua_closure = [[local closures = {}local function closure(t) closures[#closures+1] = t t[1] = assert(loadstring(t[1])) return t[1]end for _,t in pairs(closures) do for i = 2,#t do debug.setupvalue(t[1], i-1, t[i]) end end]] local lua_reserved_keywords = { 'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for', 'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat', 'return', 'then', 'true', 'until', 'while' } local function keys(t) local res = {} local oktypes = { stringstring = true, numbernumber = true } local function cmpfct(a,b) if oktypes[type(a)..type(b)] then return a else return type(a) end end for k in pairs(t) do res[#res+1] = k end table.sort(res, cmpfct) return resend local c_functions = {}for _,lib in pairs{'_G', 'string', 'table', 'math', 'io', 'os', 'coroutine', 'package', 'debug'} do local t = _G[lib] or {} lib = lib .. "." if lib == "_G." then lib = "" end for k,v in pairs(t) do if type(v) == 'function' and not pcall(string.dump, v) then c_functions[v] = lib..k end endend function DataDumper(value, varname, fastmode, ident) local defined, dumplua = {} -- Local variables for speed optimization local string_format, type, string_dump, string_rep = string.format, type, string.dump, string.rep local tostring, pairs, table_concat = tostring, pairs, table.concat local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0 setmetatable(strvalcache, {__index = function(t,value) local res = string_format('%q', value) t[value] = res return res end}) local fcts = { string = function(value) return strvalcache[value] end, number = function(value) return value end, boolean = function(value) return tostring(value) end, ['nil'] = function(value) return 'nil' end, ['function'] = function(value) return string_format("loadstring(%q)", string_dump(value)) end, userdata = function(value)if value.getId ~= nil then return value:getId().id .. " " .. value:getName()else return "userdata"end end, thread = function() error("Cannot dump threads") end, } local function test_defined(value, path) if defined[value] then if path:match("^getmetatable.*%)$") then out[#out+1] = string_format("s%s, %s)\n", path:sub(2,-2), defined[value]) else out[#out+1] = path .. " = " .. defined[value] .. "\n" end return true end defined[value] = path end local function make_key(t, key) local s if type(key) == 'string' and key:match('^[_%a][_%w]*$') then s = key .. "=" else s = "[" .. dumplua(key, 0) .. "]=" end t[key] = s return s end for _,k in ipairs(lua_reserved_keywords) do keycache[k] = '["'..k..'"] = ' end if fastmode then fcts.table = function (value) -- Table value local numidx = 1 out[#out+1] = "{" for key,val in pairs(value) do if key == numidx then numidx = numidx + 1 else out[#out+1] = keycache[key] end local str = dumplua(val) out[#out+1] = str.."," end if string.sub(out[#out], -1) == "," then out[#out] = string.sub(out[#out], 1, -2); end out[#out+1] = "}" return "" end else fcts.table = function (value, ident, path) if test_defined(value, path) then return "nil" end -- Table value local sep, str, numidx, totallen = " ", {}, 1, 0 local meta, metastr = (debug or getfenv()).getmetatable(value) if meta then ident = ident + 1 metastr = dumplua(meta, ident, "getmetatable("..path..")") totallen = totallen + #metastr + 16 end for _,key in pairs(keys(value)) do local val = value[key] local s = "" local subpath = path if key == numidx then subpath = subpath .. "[" .. numidx .. "]" numidx = numidx + 1 else s = keycache[key] if not s:match "^%[" then subpath = subpath .. "." end subpath = subpath .. s:gsub("%s*=%s*$","") end s = s .. dumplua(val, ident+1, subpath) str[#str+1] = s totallen = totallen + #s + 2 end if totallen > 80 then sep = "\n" .. string_rep(" ", ident+1) end str = "{"..sep..table_concat(str, ","..sep).." "..sep:sub(1,-3).."}" if meta then sep = sep:sub(1,-3) return "setmetatable("..sep..str..","..sep..metastr..sep:sub(1,-3)..")" end return str end fcts['function'] = function (value, ident, path) if test_defined(value, path) then return "nil" end if c_functions[value] then return c_functions[value] elseif debug == nil or debug.getupvalue(value, 1) == nil then return string_format("loadstring(%q)", string_dump(value)) end closure_cnt = closure_cnt + 1 local res = {string.dump(value)} for i = 1,math.huge do local name, v = debug.getupvalue(value,i) if name == nil then break end res[i+1] = v end return "closure " .. dumplua(res, ident, "closures["..closure_cnt.."]") end end function dumplua(value, ident, path) return fcts[type(value)](value, ident, path) end if varname == nil then varname = "return " elseif varname:match("^[%a_][%w_]*$") then varname = varname .. " = " end if fastmode then setmetatable(keycache, {__index = make_key }) out[1] = varname table.insert(out,dumplua(value, 0)) return table.concat(out) else setmetatable(keycache, {__index = make_key }) local items = {} for i=1,10 do items[i] = '' end items[3] = dumplua(value, ident or 0, "t") if closure_cnt > 0 then items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)") out[#out+1] = "" end if #out > 0 then items[2], items[4] = "local t = ", "\n" items[5] = table.concat(out) items[7] = varname .. "t" else items[2] = varname end return table.concat(items) endend -- End of DataDumper---- Shader Metatable shaders_compiled = {}local shader_meta = {}local shader = {}function shader:new (this, id, fsh, vsh) local shader = {} shader.num = shaderCompile(fsh,vsh) shader.id = id if shaders_compiled[id] == nil then shaders_compiled[id] = {} end return setmetatable( shader, shader_meta )endshader_meta.__call = function(this) return this.numendshader_meta.__newindex = function(this, field, value) shaders_compiled[this.id][field] = value shaderUniform(this.num, field, value)endsetmetatable( shader, { __call = function( ... ) return shader:new( ... ) end } )function tween(val,newval,delay,ease) startTween(val, _G[val], newval, delay,ease)end basic_vsh=[[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;attribute vec2 position; attribute vec2 uv;uniform int pass;void main () { gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0); texcoord = uv; }]] ----------------------------basic_fsh=[[#ifdef GL_ESprecision highp float; precision lowp int; #endif#define iChannel0 composite#define iResolution resolution#define iGlobalTime time#define iMouse mouseuniform float time;uniform sampler2D composite;uniform int pass;uniform vec2 mouse;uniform vec2 resolution;varying vec2 texcoord;]] ----------------------------shaders = {_temporary_=0, c_scene = game.CurrentScene, ---------------------------glownum = shader("glow",[[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;attribute vec2 position; attribute vec2 uv;uniform int pass;uniform int firstpass;uniform int lastpass;uniform float down; mat4 scale4 = mat4(1.0/down,0,0,0, 0,1.0/down,0,0, 0,0,1,0, 0,0,0,1);mat3 scale = mat3(1,0,0, 0,1,0, 0,0,1);void main () { if(pass==lastpass) gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0); else gl_Position = mvp_mat * (scale4 * vec4(position.x,position.y,0.0,1.0)); if(pass > firstpass) scale=mat3(1.0/down,0,0,0,1.0/down,0,0,1.0-1.0/down,1); texcoord = (scale*vec3(uv,1.0)).xy; }]], [[#ifdef GL_ESprecision highp float; precision lowp int; #endifuniform sampler2D composite;uniform int pass;uniform float exposure;varying vec2 texcoord;uniform vec2 weights;uniform int firstpass;uniform int lastpass;uniform vec2 resolution; void identity() { vec4 col = exposure*texture2D(composite, texcoord.st); col.a=1.0; gl_FragColor = col;} void blurFast(){ vec4 sum = vec4(0.0); float blurSize=1.0/resolution.x*(5.0-float(pass-firstpass+1)); sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y - blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y + blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x, texcoord.y)) * weights[1]; sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y - blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y + blurSize)) * weights[0]; gl_FragColor = sum;} void main(){ if(pass==lastpass) identity(); else if(pass==firstpass) gl_FragColor = 2.0*max(vec4(0.0),texture2D(composite, texcoord).rgba-0.5); else blurFast();}]]),----------------------------bnum = shader("blur",[[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;attribute vec2 position; attribute vec2 uv;uniform int pass;uniform int firstpass;uniform int lastpass;uniform float down; mat4 scale4 = mat4(1.0/down,0,0,0, 0,1.0/down,0,0, 0,0,1,0, 0,0,0,1);mat3 scale = mat3(1,0,0, 0,1,0, 0,0,1);void main () { if(pass==lastpass) gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0); else gl_Position = mvp_mat * (scale4 * vec4(position.x,position.y,0.0,1.0)); if(pass>firstpass) scale=mat3(1.0/down,0,0,0,1.0/down,0,0,1.0-1.0/down,1); texcoord = (scale*vec3(uv,1.0)).xy; }]], [[#ifdef GL_ESprecision highp float; precision lowp int; #endif uniform sampler2D composite;uniform int pass;uniform float exposure;varying vec2 texcoord;uniform vec2 weights;uniform int firstpass;uniform int lastpass;uniform vec2 resolution; void identity() { vec4 col = exposure*texture2D(composite, texcoord.st); col.a=1.0; gl_FragColor = col;} void blurFast(){ vec4 sum = vec4(0.0); float blurSize=1.0/resolution.x*(5.0-float(pass-firstpass)); sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y - blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x - blurSize, texcoord.y + blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x, texcoord.y)) * weights[1]; sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y - blurSize)) * weights[0]; sum += texture2D(composite, vec2(texcoord.x + blurSize, texcoord.y + blurSize)) * weights[0]; gl_FragColor = sum;} void main(){ if(pass==lastpass) identity(); else blurFast();}]]),---------------------------- num = shader("num",[[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;uniform mat4 cam_mat;attribute vec2 position; attribute vec2 uv; uniform int pass;void main () { gl_Position = mvp_mat * (cam_mat * vec4(position.x,position.y,0.0,1.0)); texcoord = uv; }]],[[#ifdef GL_ESprecision highp float; precision lowp int; #endif uniform sampler2D composite;uniform int pass;uniform int noise;uniform float noiseFactor;uniform float iTime;uniform vec2 weights;uniform vec4 shader_coeff;varying vec2 texcoord; void identity() { gl_FragColor = texture2D(composite, texcoord.st);} float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);} vec3 rgb2hsv(vec3 c){ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);} vec3 hsv2rgb(vec3 c){ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);}void sat(){ vec4 textureColor = texture2D(composite, texcoord.st); vec3 fragRGB = textureColor.rgb; vec3 fragHSV = rgb2hsv(fragRGB); fragHSV.x += shader_coeff[0]; fragHSV.y *= shader_coeff[1]; fragHSV.z = (fragHSV.z - 0.5)*shader_coeff[2]+0.5+shader_coeff[3]; fragRGB = hsv2rgb(fragHSV); fragHSV.x = weights[1]; vec3 fragRGBC = hsv2rgb(fragHSV); vec4 color = vec4(mix(fragRGB, fragRGBC, weights[0]), textureColor.w); if(noise==1) color+= noiseFactor*rand(texcoord.xy+vec2(iTime*2.0,0.0)); gl_FragColor=color;}void main(){ sat();}]])} shader_coeff0=0shader_coeff1=1shader_coeff2=1shader_coeff3=0shader_blur=0shader_downsize=1shader_colorize=0shader_color=0shader_iTime = 0shader_noise=0shader_noiseStrength=0.0shader_passes=2shader_active = trueshader_glow = 0shader_glowradius = 0shader_glowexp = 1 shader_rotate=0.0shader_scale = 1.0shader_offsetx = 0.0shader_offsety = 0.0shader_follow = {on=0, name="", c_scale=1, easing = easeQuintOut, delay = 0} c_res=game.WindowResolution shaders.num.weights = {shader_colorize,shader_color}shaders.num.shader_coeff = {shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3}shaders.glownum.resolution = {c_res.x,c_res.y}shaders.bnum.resolution = {c_res.x,c_res.y} -- * function that stops following specified character & resets camera back to default * --function shaderStopFollow(easing) shader_follow.on = 0 shaderViewport(1, 0, 0, 0, shader_follow.delay, easing) unregisterEventHandler("mainLoop", "followCharacter")end -- * function that smoothly follows specified character * --function shaderFollowCharacter(name, c_scale, delay, easing) if name == "" then name = game.CurrentCharacter:getName() end if shader_follow.on == 0 then registerEventHandler("mainLoop", "followCharacter") end shader_follow.on = 1 shader_follow.name = name shader_follow.c_scale = c_scale shader_follow.delay = delay shader_follow.easing = easingend function shaderZoomCharacter(name, c_scale, delay, easing) local c_position={} if(name=="")then c_position=game.CurrentCharacter.Position else c_position=Characters[name].Position end local c_scroll=game.ScrollPosition c_position.x=c_position.x-c_scroll.x c_position.y=c_position.y-c_scroll.y c_position.x=c_position.x-(c_res.x/c_scale/2) c_position.y=c_position.y-(c_res.y/c_scale/1.2) shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)end function shaderZoomObject(object, c_scale, delay, easing) local c_position=object.Position local c_scroll=game.ScrollPosition c_position.x=c_position.x-c_scroll.x c_position.y=c_position.y-c_scroll.y c_position.x=c_position.x-(c_res.x/c_scale/2) c_position.y=c_position.y-(c_res.y/c_scale/1.2) shaderViewport(c_scale, c_position.x, c_position.y, 0, delay, easing)end function shaderNoise(strength, delay) startTween("shader_noiseStrength", shader_noiseStrength, strength, delay, easeLinearInOut)end function shaderSaturation(factor, delay) startTween("shader_coeff1",shader_coeff1,factor,delay,easeLinearInOut)end function shaderLightness(offset, delay) startTween("shader_coeff3",shader_coeff3,offset,delay,easeLinearInOut)end function shaderContrast(contrast, delay) startTween("shader_coeff2",shader_coeff2,contrast,delay,easeLinearInOut)end function shaderHue(target, delay) startTween("shader_coeff0",shader_coeff0,target,delay,easeLinearInOut)end function shaderColorize(hue, strength, delay) startTween("shader_colorize",shader_colorize,strength,delay,easeLinearIn) shader_color=hueend function shaderViewport(zoom, x, y, rotation, delay, easing) startTween("shader_offsetx", shader_offsetx, x, delay,easing) startTween("shader_offsety", shader_offsety, y, delay,easing) startTween("shader_scale", shader_scale, zoom, delay,easing) startTween("shader_rotate", shader_rotate, rotation, delay,easing) end -- * allows you to pan the camera left or right * --function shaderPan(offset, delay, easing, axis) if axis then startTween("shader_offsety", shader_offsety, offset, delay, easing) else startTween("shader_offsetx", shader_offsetx, offset, delay, easing) endend -- * allows you to zoom the camera in or out * --function shaderZoom(zoom, delay, easing) startTween("shader_scale", shader_scale, zoom, delay, easing)end -- * allows you to rotate the screen (w/ degree instead of pi) * --function shaderRotate(degree, delay, easing) degree = (degree / 360 * 2 * 3.14) -- convert degree to pi startTween("shader_rotate", shader_rotate, degree, delay, easing)end -- * function that follows character; only active when loop enabled * --function followCharacter() shaderZoomCharacter(shader_follow.name, shader_follow.c_scale, shader_follow.delay, shader_follow.easing)end shader_effects = {_temporary_=0, warp1={shader=basic_fsh..[[uniform float strength;void main(void){ float t = iGlobalTime * 0.5; vec2 uv = texcoord; float aspect = iResolution.x / iResolution.y; mat3 xform = mat3(cos(sin(t)), sin(t *0.25), 0.0, -sin(t * 0.25), cos(cos(t)), 0.0, cos(t / 2.0) * 0.2, sin(t) * 0.2, 1.0); uv = (xform * vec3(uv, 1.0)).xy * vec2(aspect, 1.0); uv.x -= sin(t) + cos(t * 2.0 + cos(uv.x) * sin(t * 2.0) * 2.0) / 2.0; uv.y += cos(t + uv.y * 0.5) + sin(uv.y * cos(t)) + sin(cos(t * 0.5) * length(uv)); uv= mix(texcoord,uv,strength); uv = mod(uv, 1.0); vec3 color = texture2D(iChannel0, uv).xyz; gl_FragColor.xyz = color; gl_FragColor.w = 1.0;}]] } ,light1={shader=basic_fsh..[[uniform vec3 lightpos, targetpos;uniform int lights_count;struct light { int type; vec3 position; vec3 targetpos; vec3 lightfalloff; vec3 ambient; vec3 diffuse; float diffusefactor; float exponent; float cutoff;};uniform light lights[6]; #define OFFSET_X 1#define OFFSET_Y 1#define DEPTH 10. vec3 sample(const int x, const int y){ vec2 uv = (gl_FragCoord.xy + vec2(x, y)) / iResolution.xy; return texture2D(iChannel0, uv).xyz;} float luminance(vec3 c){ return dot(c, vec3(.2126, .7152, .0722));} vec3 normal(void){ float R = abs(luminance(sample( OFFSET_X,0))); float L = abs(luminance(sample(-OFFSET_X,0))); float D = abs(luminance(sample(0, OFFSET_Y))); float U = abs(luminance(sample(0,-OFFSET_Y))); float X = (L-R) * .5; float Y = (U-D) * .5; return normalize(vec3(X, Y, 1. / DEPTH));} void main(void){ vec3 n=vec3(0.0,0.0,1.0); vec3 diffuse = texture2D(composite, texcoord).rgb; float att = 0.0; vec3 color=vec3(0.0); for(int i = 0; i { vec3 lightDir = vec3(lights[i].position-vec3(gl_FragCoord.xy,0.0)); float NdotL = max(dot(n,normalize(lightDir)),0.0); float dist = length(lightDir); if (lights[i].type == 0) { if (NdotL > 0.0) { float spotEffect = dot(normalize(lights[i].targetpos-lights[i].position), normalize(-lightDir)); if (spotEffect > lights[i].cutoff) { spotEffect = pow(spotEffect,lights[i].exponent); att = spotEffect / (lights[i].lightfalloff[0] + lights[i].lightfalloff[1] * dist + lights[i].lightfalloff[2] * dist * dist); color += att * (diffuse * lights[i].diffuse * (NdotL * lights[i].diffusefactor) + lights[i].ambient); } } } else { att = 1.0 / (lights[i].lightfalloff[0] + lights[i].lightfalloff[1] * dist + lights[i].lightfalloff[2] * dist * dist); color += att * (diffuse * lights[i].diffuse * (NdotL * lights[i].diffusefactor) + lights[i].ambient); //color = vec3(NdotL); } } gl_FragColor = vec4(color, 1.); }]]},tv1 = {shader = basic_fsh..[[ #define BLACK_AND_WHITE#define LINES_AND_FLICKER#define BLOTCHES#define GRAIN#define FREQUENCY 15.0vec2 uv;float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);}float rand(float c){ return rand(vec2(c,1.0));}float randomLine(float seed){ float b = 0.01 * rand(seed); float a = rand(seed+1.0); float c = rand(seed+2.0) - 0.5; float mu = rand(seed+3.0); float l = 1.0; if ( mu > 0.2) l = pow( abs(a * uv.x + b * uv.y + c ), 1.0/8.0 ); else l = 2.0 - pow( abs(a * uv.x + b * uv.y + c), 1.0/8.0 ); return mix(0.5, 1.0, l);}float randomBlotch(float seed){ float x = rand(seed); float y = rand(seed+1.0); float s = 0.01 * rand(seed+2.0); vec2 p = vec2(x,y) - uv; p.x *= iResolution.x / iResolution.y; float a = atan(p.y,p.x); float v = 1.0; float ss = s*s * (sin(6.2831*a*x)*0.1 + 1.0); if ( dot(p,p) else v = pow(dot(p,p) - ss, 1.0/16.0); return mix(0.3 + 0.2 * (1.0 - (s / 0.02)), 1.0, v);}void main(void){ uv = gl_FragCoord.xy / iResolution.xy; float t = float(int(iGlobalTime * FREQUENCY)); vec2 suv = uv + 0.002 * vec2( rand(t), rand(t + 23.0)); vec3 image = texture2D( iChannel0, vec2(suv.x, suv.y) ).xyz;#ifdef BLACK_AND_WHITE // Pass it to B/W float luma = dot( vec3(0.2126, 0.7152, 0.0722), image ); vec3 oldImage = luma * vec3(0.7, 0.7, 0.7);#else vec3 oldImage = image;#endif float vI = 16.0 * (uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y)); vI *= mix( 0.7, 1.0, rand(t + 0.5)); vI += 1.0 + 0.4 * rand(t+8.); vI *= pow(16.0 * uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y), 0.4);#ifdef LINES_AND_FLICKER int l = int(8.0 * rand(t+7.0)); if ( 0 if ( 1 if ( 2 if ( 3 if ( 4 if ( 5 if ( 6 if ( 7 #endif#ifdef BLOTCHES int s = int( max(8.0 * rand(t+18.0) -2.0, 0.0 )); if ( 0 if ( 1 if ( 2 if ( 3 if ( 4 if ( 5 #endif gl_FragColor.xyz = oldImage * vI;#ifdef GRAIN gl_FragColor.xyz *= (1.0+(rand(uv+t*.01)-.2)*.15); #endif }]]},ripple1 = {shader = basic_fsh..[[// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.// Attribution-ShareAlike CC License.const float PI = 3.1415926535897932;const float speed = 0.2;const float speed_x = 0.3;const float speed_y = 0.3;const float emboss = 0.50;const float intensity = 2.4;const int steps = 8;const float frequency = 6.0;const int angle = 7; // better when a primeconst float delta = 60.;const float intence = 700.;const float reflectionCutOff = 0.012;const float reflectionIntence = 200000.;float col(vec2 coord){float delta_theta = 2.0 * PI / float(angle);float col = 0.0;float theta = 0.0;for (int i = 0; i { vec2 adjc = coord; theta = delta_theta*float(i); adjc.x += cos(theta)*time*speed + time * speed_x; adjc.y -= sin(theta)*time*speed - time * speed_y; col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;}return cos(col);}void main(void){vec2 p = texcoord, c1 = p, c2 = p;float cc1 = col(c1);c2.x += iResolution.x/delta;float dx = emboss*(cc1-col(c2))/delta;c2.x = p.x;c2.y += iResolution.y/delta;float dy = emboss*(cc1-col(c2))/delta;c1.x += dx*2.;c1.y = (c1.y+dy*2.);float alpha = 1.+dot(dx,dy)*intence;float ddx = dx - reflectionCutOff;float ddy = dy - reflectionCutOff;if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy*reflectionIntence);c1=mod(c1,1.0);vec4 col = texture2D(iChannel0,c1)*(alpha);gl_FragColor = col;}]]},ripple2 = {shader = basic_fsh..[[float count = 10.0;float strength = 0.9;void main(void){ vec2 uv = texcoord; float w = (0.5 - (uv.x)) * (iResolution.x / iResolution.y); float h = 0.5 - uv.y; float distanceFromCenter = sqrt(w * w + h * h); float sinArg = distanceFromCenter * count - iGlobalTime * 10.0; float slope = cos(sinArg) ; vec4 color = texture2D(iChannel0, uv + strength * normalize(vec2(w, h)) * slope * 0.05); gl_FragColor = color;}]]},ascii = {shader = basic_fsh..[[// Bitmap to ASCII (not really) fragment shader by movAX13h, September 2013// If you change the input channel texture, disable this:float character(float n, vec2 p) // some compilers have the word "char" reserved{ p = floor(p*vec2(4.0, -4.0) + 2.5); if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0; } return 0.0;} void main(){ vec3 col = texture2D(iChannel0, floor(gl_FragCoord.xy/8.0)*8.0/iResolution.xy).rgb; float gray = (col.r + col.g + col.b)/3.0; float n = 65536.0; // . if (gray > 0.2) n = 65600.0; // : if (gray > 0.3) n = 332772.0; // * if (gray > 0.4) n = 15255086.0; // o if (gray > 0.5) n = 23385164.0; // & if (gray > 0.6) n = 15252014.0; // 8 if (gray > 0.7) n = 13199452.0; // @ if (gray > 0.8) n = 11512810.0; // # vec2 p = mod(gl_FragCoord.xy/4.0, 2.0) - vec2(1.0); col = col*character(n, p); gl_FragColor = vec4(col, 1.0);}]]},edgeglow = {shader = basic_fsh..[[float d = sin(iGlobalTime * 5.0)*0.5 + 1.5;float lookup(vec2 p, float dx, float dy){ vec2 uv = (p.xy + vec2(dx * d, dy * d)) / iResolution.xy; vec4 c = texture2D(iChannel0, uv.xy); return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b;}void main(void){ vec2 p = gl_FragCoord.xy; float gx = 0.0; gx += -1.0 * lookup(p, -1.0, -1.0); gx += -2.0 * lookup(p, -1.0, 0.0); gx += -1.0 * lookup(p, -1.0, 1.0); gx += 1.0 * lookup(p, 1.0, -1.0); gx += 2.0 * lookup(p, 1.0, 0.0); gx += 1.0 * lookup(p, 1.0, 1.0); float gy = 0.0; gy += -1.0 * lookup(p, -1.0, -1.0); gy += -2.0 * lookup(p, 0.0, -1.0); gy += -1.0 * lookup(p, 1.0, -1.0); gy += 1.0 * lookup(p, -1.0, 1.0); gy += 2.0 * lookup(p, 0.0, 1.0); gy += 1.0 * lookup(p, 1.0, 1.0); float g = gx*gx + gy*gy; float g2 = g * (sin(iGlobalTime) / 2.0 + 0.5); vec4 col = texture2D(iChannel0, p / iResolution.xy); col += vec4(0.0, g, g2, 1.0); gl_FragColor = col;}]]},chroma = {shader = basic_fsh..[[// MIT License (MIT)// Copyright (c) 2014 Justin Saundersvoid main(void){ vec2 uv = texcoord; float d = length(uv - vec2(0.5,0.5)); float blur = 0.0; blur = (1.0 + sin(iGlobalTime*6.0)) * 0.5; blur *= 1.0 + sin(iGlobalTime*16.0) * 0.5; blur = pow(blur, 3.0); blur *= 0.05; blur *= d; vec3 col; col.r = texture2D( iChannel0, vec2(uv.x+blur,uv.y) ).r; col.g = texture2D( iChannel0, uv ).g; col.b = texture2D( iChannel0, vec2(uv.x-blur,uv.y) ).b; float scanline = sin(uv.y*800.0)*0.04; col -= scanline; col *= 1.0 - d * 0.5; gl_FragColor = vec4(col,1.0);}]]},ripple3 = {shader = basic_fsh..[[void main(void){ vec2 uv = texcoord; uv.x += (sin((uv.y + (iGlobalTime * 0.07)) * 45.0) * 0.009) + (sin((uv.y + (iGlobalTime * 0.1)) * 35.0) * 0.005); vec4 texColor = texture2D(iChannel0,uv); gl_FragColor = texColor;}]]},warp2 = {shader = basic_fsh..[[uniform float strength;void main(void){ vec2 uv = texcoord; float y = 0.7*sin((uv.y + iGlobalTime) * 4.0) * 0.038 + 0.3*sin((uv.y + iGlobalTime) * 8.0) * 0.010 + 0.05*sin((uv.y + iGlobalTime) * 40.0) * 0.05; float x = 0.5*sin((uv.y + iGlobalTime) * 5.0) * 0.1 + 0.2*sin((uv.x + iGlobalTime) * 10.0) * 0.05 + 0.2*sin((uv.x + iGlobalTime) * 30.0) * 0.02; gl_FragColor = texture2D(iChannel0, mix(uv, 0.79*(uv + vec2(y+0.11, x+0.11)), strength));}]]},ripple4 = {shader = basic_fsh..[[void main(void){ vec2 uv = texcoord; float w = (0.5 - (uv.x)) * (iResolution.x / iResolution.y); float h = 0.5 - uv.y; vec2 dv = vec2(w,h); float distanceFromCenter = sqrt(dot(dv,dv)); float sinArg = distanceFromCenter * 10.0 - iGlobalTime * 10.0; float slope = cos(sinArg) ; vec4 color = texture2D(iChannel0, uv + normalize(vec2(w, h)) * slope * 0.01); gl_FragColor = color;}]]},pearls={shader=basic_fsh..[[// Size of the quad in pixelsconst float size = 7.0; // Radius of the circleconst float radius = size * 0.5 * 0.75; void main(void){ // Current quad in pixels vec2 quadPos = floor(gl_FragCoord.xy / size) * size; // Normalized quad position vec2 quad = quadPos/iResolution.xy; // Center of the quad vec2 quadCenter = (quadPos + size/2.0); // Distance to quad center float dist = length(quadCenter - gl_FragCoord.xy); vec4 texel = texture2D(iChannel0, quad); if (dist > radius) { gl_FragColor = vec4(0.25); } else { gl_FragColor = texel; }}]]},highlight={shader=basic_fsh..[[uniform float strength;const bool leftToRight = false;float slopeSign = (leftToRight ? -1.0 : 1.0);float slope1 = 5.0 * slopeSign;float slope2 = 7.0 * slopeSign;void main(void){ vec2 uv = gl_FragCoord.xy / iResolution.xy; float bright = - sin(uv.y * slope1 + uv.x * 30.0+ iGlobalTime *3.10) *.2 - sin(uv.y * slope2 + uv.x * 37.0 + iGlobalTime *3.10) *.1 - cos( + uv.x * 2.0 * slopeSign + iGlobalTime *2.10) *.1 - sin( - uv.x * 5.0 * slopeSign + iGlobalTime * 2.0) * .3; float modulate = abs(cos(iGlobalTime*.1) *.5 + sin(iGlobalTime * .7)) *.5; bright *= modulate; vec4 pix = texture2D(iChannel0,uv); pix.rgb += 1.0*clamp(bright / 1.0,0.0,1.0); gl_FragColor = pix;}]]},fourbit={shader=basic_fsh..[[// 4BIT COLOR// Maps into DawnBringer's 4-bit (16 color) palette http://www.pixeljoint.com/forum/forum_posts.asp?TID=12795// Also see the amazing ASCII shadertoy: https://www.shadertoy.com/view/lssGDjfloat hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }float compare(vec3 a, vec3 b) { // Increase saturation a = max(vec3(0.0), a - min(a.r, min(a.g, a.b)) * 0.25); b = max(vec3(0.0), b - min(b.r, min(b.g, b.b)) * 0.25); a*=a*a; b*=b*b; vec3 diff = (a - b); return dot(diff, diff);}void main(void) { const float pixelSize = 4.0; vec2 c = floor(gl_FragCoord.xy / pixelSize); vec2 coord = c * pixelSize; vec3 src = texture2D(iChannel0, coord / iResolution.xy).rgb; // Track the two best colors vec3 dst0 = vec3(0), dst1 = vec3(0); float best0 = 1e3, best1 = 1e3;# define TRY(R, G, B) { const vec3 tst = vec3(R, G, B); float err = compare(src, tst); if (err TRY(0.078431, 0.047059, 0.109804); TRY(0.266667, 0.141176, 0.203922); TRY(0.188235, 0.203922, 0.427451); TRY(0.305882, 0.290196, 0.305882); TRY(0.521569, 0.298039, 0.188235); TRY(0.203922, 0.396078, 0.141176); TRY(0.815686, 0.274510, 0.282353); TRY(0.458824, 0.443137, 0.380392); TRY(0.349020, 0.490196, 0.807843); TRY(0.823529, 0.490196, 0.172549); TRY(0.521569, 0.584314, 0.631373); TRY(0.427451, 0.666667, 0.172549); TRY(0.823529, 0.666667, 0.600000); TRY(0.427451, 0.760784, 0.792157); TRY(0.854902, 0.831373, 0.368627); TRY(0.870588, 0.933333, 0.839216);# undef TRY best0 = sqrt(best0); best1 = sqrt(best1); gl_FragColor = vec4(mod(c.x + c.y, 2.0) > (hash(c * 2.0 + fract(sin(vec2(floor(iGlobalTime), floor(iGlobalTime * 1.7))))) * 0.75) + (best1 / (best0 + best1)) ? dst1 : dst0, 1.0);}]]},tv2={shader=basic_fsh..[[float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);} void main(void){ vec2 uv = texcoord; float screenRatio = iResolution.x / iResolution.y; vec3 texture = texture2D(iChannel0, uv).rgb; float barHeight = 6.; float barSpeed = 5.6; float barOverflow = 1.2; float blurBar = clamp(sin(uv.y * barHeight + iGlobalTime * barSpeed) + 1.25, 0., 1.); float bar = clamp(floor(sin(uv.y * barHeight + iGlobalTime * barSpeed) + 1.95), 0., barOverflow); float noiseIntensity = .75; float pixelDensity = 250.; vec3 color = vec3(clamp(rand( vec2(floor(uv.x * pixelDensity * screenRatio), floor(uv.y * pixelDensity)) * iGlobalTime / 1000. ) + 1. - noiseIntensity, 0., 1.)); color = mix(color - noiseIntensity * vec3(.25), color, blurBar); color = mix(color - noiseIntensity * vec3(.08), color, bar); color = mix(vec3(0.), texture, color); color.b += .042; color *= vec3(1.0 - pow(distance(uv, vec2(0.5, 0.5)), 2.1) * 2.8); gl_FragColor = vec4(color, 1.);}]]},tv3={shader=basic_fsh..[[// SOFT TV float rand(vec2 co){ float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt= dot(co.xy ,vec2(a,b)); float sn= mod(dt,3.14); return fract(sin(sn) * c);} void main(void){ vec2 uv = texcoord; float magnitude = 0.0009; // Set up offset vec2 offsetRedUV = uv; offsetRedUV.x = uv.x + rand(vec2(iGlobalTime*0.03,uv.y*0.42)) * 0.001; offsetRedUV.x += sin(rand(vec2(iGlobalTime*0.2, uv.y)))*magnitude; vec2 offsetGreenUV = uv; offsetGreenUV.x = uv.x + rand(vec2(iGlobalTime*0.004,uv.y*0.002)) * 0.004; offsetGreenUV.x += sin(iGlobalTime*9.0)*magnitude; vec2 offsetBlueUV = uv; offsetBlueUV.x = uv.y; offsetBlueUV.x += rand(vec2(cos(iGlobalTime*0.01),sin(uv.y))); // Load Texture float r = texture2D(iChannel0, offsetRedUV).r; float g = texture2D(iChannel0, offsetGreenUV).g; float b = texture2D(iChannel0, uv).b; gl_FragColor = vec4(r,g,b,0); }]]},tv4={shader=basic_fsh..[[// Noise generation functions borrowed from: // https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glslvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0;}vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0;}vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x);}float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ;// Gradients: 41 points uniformly over a line, mapped onto a diamond.// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m// Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g);} void main(void){ vec2 uv = gl_FragCoord.xy/iResolution.xy; float jerkOffset = (1.0-step(snoise(vec2(iGlobalTime*1.3,5.0)),0.8))*0.05; float wiggleOffset = snoise(vec2(iGlobalTime*15.0,uv.y*80.0))*0.003; float largeWiggleOffset = snoise(vec2(iGlobalTime*1.0,uv.y*25.0))*0.004; float xOffset = wiggleOffset + largeWiggleOffset + jerkOffset; float red = texture2D( iChannel0, vec2(uv.x + xOffset -0.01,uv.y)).r; float green = texture2D( iChannel0, vec2(uv.x + xOffset, uv.y)).g; float blue = texture2D( iChannel0, vec2(uv.x + xOffset +0.01,uv.y)).b; vec3 color = vec3(red,green,blue); float scanline = sin(uv.y*800.0)*0.04; color -= scanline; gl_FragColor = vec4(color,1.0);} ]]}} function clamp(a,b,c) return math.min(math.max(a,b),c)end function modf(a) local a,b = math.modf(a) return bend vector = {add = function(a,b) return {a[1]+b[1],a[2]+b[2],a[3]+b[3]} end,sub = function(a,b) return {a[1]-b[1],a[2]-b[2],a[3]-b[3]} end,mult = function(a,b) return {a*b[1],a*b[2],a*b[3]} end,abs = function(a) return {math.abs(a[1]),math.abs(a[2]),math.abs(a[3])} end,modf = function(a) return {modf(a[1]),modf(a[2]),modf(a[3])} end,mix = function(a,b,c) return {a[1]*(1-c)+b[1]*c,a[2]*(1-c)+b[2]*c,a[3]*(1-c)+b[3]*c} end,clamp = function(a,b,c) return {clamp(a[1],b,c),clamp(a[2],b,c),clamp(a[3],b,c)} end } function fromHSV(h, s, v) local K = {1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0} local p = vector.abs(vector.sub(vector.mult(6.0,vector.modf(vector.add({h,h,h},{K[1],K[2],K[3]}))), {K[4],K[4],K[4]})) return vector.mult(v, vector.mix({K[1],K[1],K[1]}, vector.clamp(vector.sub(p,{K[1],K[1],K[1]}), 0.0, 1.0), s))end function standardparam(param, standard) if param==nil then return standard else return param endend function shaderGlow(blurradius, alpha, delay) passesAdd(5,"glow",{{ shader = shaders.glownum(), source=1, target = 2, clear = 0, variable = "shaders.glownum._i_firstpass" }, { shader = shaders.glownum(), source=2, target = 1, clear = 0 }, { shader = shaders.glownum(), source=1, target = 2, clear = 0 }, { shader = shaders.glownum(), source=2, target = 1, clear = 0 }, { shader = shaders.glownum(), source=1, target = 2, clear = 0 }, { shader = shaders.glownum(), source=2, target = 1, clear = 0 }, { shader = shaders.glownum(), source=1, target = 0, clear = 0, comp_dst=1, variable = "shaders.glownum._i_lastpass" } }) -- + -- shader_glow = 1 shader_glowradius = shader_glowradius shader_glowexp = shader_glowexp startTween("shader_glowradius", shader_glowradius, blurradius, delay, easeLinearInOut) startTween("shader_glowexp", shader_glowexp, alpha, delay, easeLinearInOut)end function shaderActivateLighting(lights) if(shader_effects.light1.num==nil)then shader_effects.light1.num = shader("light1", basic_vsh, shader_effects.light1.shader) end passesAdd(2,"light1",{ { shader = shader_effects.light1.num(), source=1, target = 2, clear = 0 } }) local sh = shader_effects.light1.num sh._i_lights_count = lightsend function shaderDeactivateLighting() passesRemove(2,"light1")end function table.join(t1, t2) local t3 = {} local offset = #t1 for k,v in pairs(t1) do t3[k] = v end for k,v in pairs(t2) do if(type(k)=="string")then t3[k] = v else t3[offset + k] = v end end return t3end function shaderLamp(index, type, position, targetpos, falloff, ambient, diffuse, diffusefactor, exponent, cutoff) if(shader_effects.light1.num==nil)then shader_effects.light1.num = shader("light1", basic_vsh, shader_effects.light1.shader) end local l = "lights["..index.."]." position[3]=standardparam(position[3],1.0) targetpos[3]=standardparam(targetpos[3],10.0) local sh = shader_effects["light1"].num sh[l.."position"] = position sh[l.."targetpos"] = targetpos sh["_i_"..l.."type"] = type sh[l.."lightfalloff"] = standardparam(falloff,{0.01,0.0001,0.0}) sh[l.."ambient"] = standardparam(ambient,{0,0,0}) sh[l.."diffuse"] = standardparam(diffuse,{1,1,1}) sh[l.."diffusefactor"] = standardparam(diffusefactor,1) if type==0 then --point light sh[l.."exponent"] = standardparam(exponent,90) sh[l.."cutoff"] = standardparam(cutoff,0) endend -- * function that blurs the screen * --function shaderBlur(strength, delay) passesAdd(2, "blur", {{ shader = shaders.bnum(), source=1, target = 2, clear = 0, variable = "shaders.bnum._i_firstpass" }, { shader = shaders.bnum(), source=2, target = 1, clear = 0}, { shader = shaders.bnum(), source=1, target = 2, clear = 0 }, { shader = shaders.bnum(), source=2, target = 1, clear = 0 }, { shader = shaders.bnum(), source=1, target = 2, clear = 0 }, { shader = shaders.bnum(), source=2, target = 0, clear = 0, comp_dst=0, variable = "shaders.bnum._i_lastpass" }}) startTween("shader_blur",shader_blur,strength, delay,easeBackInOut)end function shaderActivate() shader_active = true passesUpdate()end function shaderDeactivate() shader_active = false passesUpdate()end -- Passes shader_passes = { {"basic",{renderbuffers = 2, { shader = shaders.num(), source=0, target = 1 }}}, -- basic slot, hue, sat, lightness {}, -- slot 2 takes many effects {}, -- slot 3 takes blur {"composite", {{source = 1, target = 0 }}}, -- slot 4 takes compositing everything {} -- slot 5 is for glow} function passesRemove(position, id) if position==2 then -- effects slot for k,v in pairs(shader_passes[2]) do if(v[1]==id)then table.remove(shader_passes[2], k) break end end else if shader_passes[position][1]==id then shader_passes[position]={} end end passesUpdate()end function passesAdd(position, id, passes) if position==2 then -- effects slot local found = false for k,v in pairs(shader_passes[2]) do if(v[1]==id)then found = true end end if not found then table.insert(shader_passes[2], {id, passes}) end else if(shader_passes[position][1]==nil)then shader_passes[position]={id, passes} end end passesUpdate()end function passesUpdate() for k,v in pairs(shaders_compiled) do if(k~="glow" and k~="num" and k~="blur" and shader_effects[k].num==nil)then shader_effects[k].num = shader(k, basic_vsh, shader_effects[k].shader) end end if shader_active == false then shaderSetOptions({ { shader = shaders.num(), source=0, target = 0, clear = 0 } }) else -- composite passes local worktable = {} local lastpass = 0 for k,v in pairs(shader_passes) do if(k==2)then for k,v in pairs(shader_passes[2]) do for i,v in pairs(shader_passes[2][k][2]) do v.source = lastpass + 1 lastpass = (lastpass + 1) % 2 v.target = lastpass + 1 end worktable = table.join(worktable,v[2]) end elseif v[2] ~= nil then if k~=1 then if k==5 then lastpass = (lastpass + 1) % 2 end for i,v in pairs(shader_passes[k][2]) do if type(v)=="table" then v.source = lastpass + 1 lastpass = (lastpass + 1) % 2 v.target = lastpass + 1 if (k==4 or k==5) and i==#shader_passes[k][2] then v.target = 0 end end end end worktable = table.join(worktable,v[2]) end end for k,v in pairs(worktable) do if type(v) == "table" and v.variable ~= nil then loadstring(v.variable.."="..(k-1))() end end shaderSetOptions(worktable) endend function shaderAddEffect(name, _table) if(shader_effects[name].num==nil)then shader_effects[name].num = shader(name, basic_vsh, shader_effects[name].shader) end passesAdd(2,name,{ { shader = shader_effects[name].num(), source=0, target = 0, clear = 0 } }) local sh = shader_effects[name].num sh.resolution = {game.WindowResolution.x, game.WindowResolution.y} bind(name, "time", field("shader_iTime")) sh.strength=0 if _table~=nil then for k,v in pairs(_table) do sh[k] = v end endend function shaderRemoveEffect(name) passesRemove(2,name) unbind(name, "time")end function shaderEffectParam(name, param, value) shader_effects[name].num[param] = valueend function shaderMain() if shaders.c_scene:getId().id~=game.CurrentScene:getId().id then shaders.c_scene = game.CurrentScene passesUpdate() for k,v in pairs(shaders_compiled) do local sh = shader_effects[k] if sh ~= nil then sh = sh.num elseif k=="glow" then sh = shaders.glownum elseif k=="num" then sh = shaders.num elseif k=="blur" then sh = shaders.bnum end for k,f in pairs(v) do sh[k] = f end end end shader_iTime=shader_iTime+0.0166 if(shader_iTime>2000)then shader_iTime=0 end shaders.num.iTime = shader_iTime*0.1 shaders.num.noiseFactor=shader_noiseStrength shaders.num.weights ={shader_colorize,shader_color} shaders.num.shader_coeff={shader_coeff0,shader_coeff1,shader_coeff2,shader_coeff3} if shader_noiseStrength == 0 then shaders.num._i_noise = 0; shader_noise = 0 else shaders.num._i_noise = 1; shader_noise = 1 end if shader_blur==0 and table.getn(shader_passes[3])==1 then passesRemove(2, "blur") else local streng = math.max(shader_blur,0) shaders.bnum.down = math.max(streng,1) shaders.bnum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)} shaders.bnum.exposure = 1 end if shader_glow == 1 then local streng = math.max(shader_glowradius,0) shaders.glownum.down = math.max(streng,1) shaders.glownum.weights={math.min(streng,1)*0.15,1-math.min(streng,1)*(1-0.4)} shaders.glownum.exposure = shader_glowexp if shader_glowradius == 0 and shader_glowexp == 0 then shader_glow = 0; passesRemove(5,"glow") end end local rot = matrix{{math.cos(shader_rotate),math.sin(shader_rotate),0,0},{-math.sin(shader_rotate),math.cos(shader_rotate),0,0},{0,0,1,0},{0,0,0,1}} local scale = matrix{{shader_scale,0,0,0},{0,shader_scale,0,0},{0,0,1,0},{0,0,0,1}} local translate = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{-c_res.x/2,-c_res.y/2,0,1}} local translate2 = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{c_res.x/2,c_res.y/2,0,1}} local translate3 = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{-shader_offsetx/shader_downsize,-shader_offsety/shader_downsize,0,1}} local identity = matrix{{1,0,0,0},{0,1,0,0},{0,0,1,0},{0,0,0,1}} shaders.num.cam_mat = ((((translate*rot)*translate2)*translate3)*scale):tofloat() if(binding~=nil)then for k,v in pairs(binding.binding) do if(v[3]==nil)then if(v[4]=="")then binding = {active=false, binding = {}} break end v[3]=loadstring(v[4]:fromhex())() end shader_effects[v[1]].num[v[2]] = v[3]() end endendregisterEventHandler("mainLoop", "shaderMain")shaderMain()passesUpdate() --- BINDING LIB binding = {active=false, binding = {}}cursor = function() return getCursorPos()endfunction inteval(a) if(type(a)=="function")then return a() else return a endendfunction pointeval(a, b, c) local a = inteval(a) if(type(a)=="table")then if(a.x~=nil)then if(b~=nil)then return {a.x,a.y,inteval(b)} else return {a.x,a.y} end else if(a[0]~=nil)then if(c~=nil)then return {a[0],a[1],inteval(c)} else return {a[0],a[1]} end end end else local b = inteval(b) if(type(b)=="table")then if(b.x~=nil)then return {a,b.x,b.y} else return {a,b[0],b[1]} end else if(c~=nil)then return {a, b, inteval(c)} else return {a, b} end end endendfunction point(a, b, c) return function () return pointeval(a,b,c) endendfunction field(a) return loadstring("return function() return "..a.." end")()endfunction inverty(a) return function() local pos = inteval(a) pos.y = c_res.y-pos.y return pos endendfunction scrollfix(a) return function() local pos = inteval(a) local scroll = game.ScrollPosition pos.x = pos.x - scroll.x pos.y = pos.y - scroll.y return pos endendfunction bind(shader, name, source) local t = DataDumper(source) table.insert(binding.binding, {shader, name, source, t:tohex()})endfunction unbind(shader, name) for k,v in pairs(binding.binding) do if v[2] == name and v[1] == shader then table.remove(binding.binding, k) break end endendfunction offset(a,b) return function() local pos = inteval(a) pos.x = pos.x + b[1] pos.y = pos.y + b[2] return pos endendfunction dist(a,b) return function() local a = inteval(a) local b = inteval(b) a.x = a.x - b.x a.y = a.y - b.y return math.sqrt(a.x*a.x + a.y*a.y) endendfunction factor(a,b) return function() return inteval(a)*b endend[/spoiler]